diff options
Diffstat (limited to 'intern/cycles/kernel/shaders/node_brick_texture.osl')
-rw-r--r-- | intern/cycles/kernel/shaders/node_brick_texture.osl | 21 |
1 files changed, 15 insertions, 6 deletions
diff --git a/intern/cycles/kernel/shaders/node_brick_texture.osl b/intern/cycles/kernel/shaders/node_brick_texture.osl index d5e0a7d4c8c..c303594681c 100644 --- a/intern/cycles/kernel/shaders/node_brick_texture.osl +++ b/intern/cycles/kernel/shaders/node_brick_texture.osl @@ -28,7 +28,7 @@ float brick_noise(int n) /* fast integer noise */ return 0.5 * ((float)nn / 1073741824.0); } -float brick(point p, float mortar_size, float bias, +float brick(point p, float mortar_size, float mortar_smooth, float bias, float BrickWidth, float row_height, float offset_amount, int offset_frequency, float squash_amount, int squash_frequency, float tint) { @@ -51,9 +51,17 @@ float brick(point p, float mortar_size, float bias, tint = clamp((brick_noise((rownum << 16) + (bricknum & 65535)) + bias), 0.0, 1.0); - return (x < mortar_size || y < mortar_size || - x > (brick_width - mortar_size) || - y > (row_height - mortar_size)) ? 1.0 : 0.0; + float min_dist = min(min(x, y), min(brick_width - x, row_height - y)); + if(min_dist >= mortar_size) { + return 0.0; + } + else if(mortar_smooth == 0.0) { + return 1.0; + } + else { + min_dist = 1.0 - min_dist/mortar_size; + return smoothstep(0.0, mortar_smooth, min_dist); + } } shader node_brick_texture( @@ -69,6 +77,7 @@ shader node_brick_texture( color Mortar = 0.0, float Scale = 5.0, float MortarSize = 0.02, + float MortarSmooth = 0.0, float Bias = 0.0, float BrickWidth = 0.5, float RowHeight = 0.25, @@ -83,7 +92,7 @@ shader node_brick_texture( float tint = 0.0; color Col = Color1; - Fac = brick(p * Scale, MortarSize, Bias, BrickWidth, RowHeight, + Fac = brick(p * Scale, MortarSize, MortarSmooth, Bias, BrickWidth, RowHeight, offset, offset_frequency, squash, squash_frequency, tint); if (Fac != 1.0) { @@ -91,6 +100,6 @@ shader node_brick_texture( Col = facm * Color1 + tint * Color2; } - Color = (Fac == 1.0) ? Mortar : Col; + Color = mix(Col, Mortar, Fac); } |